Age | Commit message (Collapse) | Author | |
---|---|---|---|
2016-10-03 | Merge pull request #6605 from zaps166/old-gl-ext-funcs | Rémi Verschelde | |
Add compatibility with old OpenGL 2.1 drivers | |||
2016-10-03 | Limit directional shadow draw distance, fixes #559, optimization (#1991) | mookiexl | |
* Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range | |||
2016-10-03 | Merge pull request #6606 from zaps166/don-crash-on-unsupported-gl | Rémi Verschelde | |
Don't crach when OpenGL version is unsupported | |||
2016-09-25 | Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty | Błażej Szczygieł | |
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty. Don't allow to read from empty Vector (NULL pointer). | |||
2016-09-25 | Don't crach when OpenGL version is unsupported | Błażej Szczygieł | |
2016-09-25 | Add compatibility with old OpenGL 2.1 drivers | Błażej Szczygieł | |
If ARB_framebuffer_object is not supported, try to fall-back to EXT_framebuffer_object if present. In current version of godot, the way framebuffers are used is backward compatible with the older EXT_framebuffer_object extension. Fixes #6591 Done with SuperUserNameMan | |||
2016-09-21 | removed redundant assign operation in mesh_add_surface: elem_count is ↵ | knd | |
reassigned a value before the old one has been used. | |||
2016-09-17 | Merge pull request #6414 from RandomShaper/improve-shader-shadow | Rémi Verschelde | |
Expose additional light/shadow properties to canvas item shaders | |||
2016-09-10 | Merge pull request #5962 from Alex-doc/Y_billboard | Juan Linietsky | |
Implements Y billboard | |||
2016-09-10 | Merge pull request #6363 from vnen/winrt | Juan Linietsky | |
Fix the support for WinRT/UWP | |||
2016-09-07 | Expose light shadow color to canvas item shaders | Pedro J. Estébanez | |
2016-09-07 | Rename misleading define | Pedro J. Estébanez | |
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency. | |||
2016-09-03 | Fix drivers coding for WinRT | George Marques | |
- Add a proper function to retrieve IP addresses. - Solve issues with Windows FileAccess and DirAccess to use the same code for WinRT. - Add patches to the GLES2 rasterizer to workaround ANGLE issues. | |||
2016-08-30 | More visual script improvements | Juan Linietsky | |
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry! | |||
2016-08-01 | Implements Y billboard | Alex Piola | |
Y billboard wasn't hooked up. This commit implements it. | |||
2016-07-25 | GLES2: Check for GPU capabilities to display an error | Rémi Verschelde | |
The engine will still segfault, but the error message should be displayed by the OS in a blocking manner, so that it will only crash once users have acknowledged the error dialog. Closes #1162. | |||
2016-07-07 | Removed unused variables (first pass) | Rémi Verschelde | |
Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable | |||
2016-06-05 | Add texture region support for stylebox render | Geequlim | |
2016-05-27 | Changed import workflow | Juan Linietsky | |
-Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types | |||
2016-05-04 | missing default value | Juan Linietsky | |
2016-05-04 | fix to avoid video texture scaling | Juan Linietsky | |
2016-05-04 | ability to shrink all images x2 on load | Juan Linietsky | |
this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility. | |||
2016-04-03 | free Material 'shadow_material_double_sided' on ::finish() | MSC | |
2016-03-15 | Merge pull request #3694 from techtonik/patch-1 | Rémi Verschelde | |
Show driver information in verbose mode | |||
2016-03-15 | Merge pull request #3528 from SaracenOne/baked_light_realtime_colourize | Rémi Verschelde | |
Ability to colourize baked lighting in real time. | |||
2016-03-12 | Fix 'FLAG_RECEIVE_SHADOWS' flag for GeometryInstances so that turning it off ↵ | Saracen | |
now correctly disables shadows from affecting the instance. | |||
2016-03-08 | Merge pull request #3958 from SaracenOne/cpu_skinning_path_fix | Juan Linietsky | |
Fix to CPU skinning path when using GPU skinning (meshes with morphs) | |||
2016-03-07 | Added extra controls to GeometryInstances to control how they should cast ↵ | Saracen | |
shadows: double-sided and shadows only. Conflicts: servers/visual/visual_server_raster.h | |||
2016-03-06 | Fix to CPU skinning path when using GPU skinning (meshes with morphs) ↵ | Saracen | |
causing modifications to root bone to have doubled offset and wasted performance. | |||
2016-02-24 | Show which video driver is used in verbose mode | anatoly techtonik | |
2016-02-24 | Fixed hardware-accelerated skinning support. | Saracen | |
2016-02-06 | Ability to colourize baked lighting in real time. | Saracen | |
2016-02-02 | -Correctly flip BG texture if viewport is flipped, fixes #3507 | Juan Linietsky | |
2016-01-24 | Correct viewport scaling with stretch mode viewport, fixes #1571 | Juan Linietsky | |
2016-01-19 | Merge pull request #2180 from sketchyfun/SketchyFun | Rémi Verschelde | |
Billboards were displayed upside down when drawn to a render texture | |||
2016-01-13 | Allows vec4 shader uniforms to be set by quaternion variant type. | Saracen | |
2016-01-10 | -Make a rare corner case where disabling/reenabling mipmaps causes invalid ↵ | Juan Linietsky | |
texture state. Fixes #3102 | |||
2016-01-10 | -Made tile parameter work, fixes #3167 | Juan Linietsky | |
2016-01-02 | make it impossible to shrink framebuffer < 0, fixes #2066 | Juan Linietsky | |
2016-01-02 | Ability to use opacity on distance field textures, fixes #2148 | Juan Linietsky | |
2016-01-01 | Update copyright to 2016 in headers | George Marques | |
2015-12-29 | removed some prints | reduz | |
2015-12-08 | -New mask mode for lights, makes using masks MUCH easier. | Juan Linietsky | |
2015-12-08 | Merge pull request #2719 from SaracenOne/clipping_fix | Juan Linietsky | |
Canvas Clipping fix | |||
2015-12-07 | Extended clipping fix to missing clipping-related features. | Saracen | |
2015-12-02 | -several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits ↵ | Juan Linietsky | |
FBOs so all 2D shader effects should now work in every single Android device. | |||
2015-11-19 | Modification to GUI in 3D demo to show resolved viewport clipping bug and ↵ | Saracen | |
small fix to bug causing viewport clipping to be inverted. | |||
2015-11-18 | Merge branch 'master' of https://github.com/okamstudio/godot into shadow_color | Saracen | |
Conflicts: drivers/gles2/shader_compiler_gles2.cpp | |||
2015-11-18 | Merge pull request #2707 from akien-mga/master | Juan Linietsky | |
Cosmetic fixes to SCons buildsystem | |||
2015-11-18 | Merge pull request #2715 from SaracenOne/shader_fix_and_enhancement | Juan Linietsky | |
Write to 4-dimensional position access and shader graph code generation fix. |